unleashed-firmware/applications/external/blackjack/common/card.c

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#include "card.h"
#include "dml.h"
#include "ui.h"
#define CARD_DRAW_X_START 108
#define CARD_DRAW_Y_START 38
#define CARD_DRAW_X_SPACE 10
#define CARD_DRAW_Y_SPACE 8
#define CARD_DRAW_X_OFFSET 4
#define CARD_DRAW_FIRST_ROW_LENGTH 7
uint8_t pips[4][3] = {
{21, 10, 7}, //spades
{7, 10, 7}, //hearts
{0, 10, 7}, //diamonds
{14, 10, 7}, //clubs
};
uint8_t letters[13][3] = {
{0, 0, 5},
{5, 0, 5},
{10, 0, 5},
{15, 0, 5},
{20, 0, 5},
{25, 0, 5},
{30, 0, 5},
{0, 5, 5},
{5, 5, 5},
{10, 5, 5},
{15, 5, 5},
{20, 5, 5},
{25, 5, 5},
};
//region Player card positions
uint8_t playerCardPositions[22][4] = {
//first row
{108, 38},
{98, 38},
{88, 38},
{78, 38},
{68, 38},
{58, 38},
{48, 38},
{38, 38},
//second row
{104, 26},
{94, 26},
{84, 26},
{74, 26},
{64, 26},
{54, 26},
{44, 26},
//third row
{99, 14},
{89, 14},
{79, 14},
{69, 14},
{59, 14},
{49, 14},
};
//endregion
Icon* card_graphics = NULL;
void set_card_graphics(const Icon* graphics) {
card_graphics = (Icon*)graphics;
}
void draw_card_at_colored(
int8_t pos_x,
int8_t pos_y,
uint8_t pip,
uint8_t character,
bool inverted,
Canvas* const canvas) {
DrawMode primary = inverted ? Black : White;
DrawMode secondary = inverted ? White : Black;
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
uint8_t* drawInfo = pips[pip];
uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
uint8_t left = pos_x + 2;
uint8_t right = (pos_x + CARD_WIDTH - s - 2);
uint8_t top = pos_y + 2;
uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s, secondary);
drawInfo = letters[character];
px = drawInfo[0], py = drawInfo[1], s = drawInfo[2];
left = pos_x + 2;
right = (pos_x + CARD_WIDTH - s - 2);
top = pos_y + 2;
bottom = (pos_y + CARD_HEIGHT - s - 2);
draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s, secondary);
draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s, secondary);
}
void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas) {
draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas);
}
void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas) {
for(int i = count - 1; i >= 0; i--) {
draw_card_at(
playerCardPositions[i][0],
playerCardPositions[i][1],
cards[i].pip,
cards[i].character,
canvas);
}
}
Vector card_pos_at_index(uint8_t index) {
return (Vector){playerCardPositions[index][0], playerCardPositions[index][1]};
}
void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas) {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White);
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black);
}
void generate_deck(Deck* deck_ptr, uint8_t deck_count) {
uint16_t counter = 0;
if(deck_ptr->cards != NULL) {
free(deck_ptr->cards);
}
deck_ptr->deck_count = deck_count;
deck_ptr->card_count = deck_count * 52;
deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_count);
for(uint8_t deck = 0; deck < deck_count; deck++) {
for(uint8_t pip = 0; pip < 4; pip++) {
for(uint8_t label = 0; label < 13; label++) {
deck_ptr->cards[counter] = (Card){pip, label, false, false};
counter++;
}
}
}
}
void shuffle_deck(Deck* deck_ptr) {
srand(DWT->CYCCNT);
deck_ptr->index = 0;
int max = deck_ptr->deck_count * 52;
for(int i = 0; i < max; i++) {
int r = i + (rand() % (max - i));
Card tmp = deck_ptr->cards[i];
deck_ptr->cards[i] = deck_ptr->cards[r];
deck_ptr->cards[r] = tmp;
}
}
uint8_t hand_count(const Card* cards, uint8_t count) {
uint8_t aceCount = 0;
uint8_t score = 0;
for(uint8_t i = 0; i < count; i++) {
if(cards[i].character == 12)
aceCount++;
else {
if(cards[i].character > 8)
score += 10;
else
score += cards[i].character + 2;
}
}
for(uint8_t i = 0; i < aceCount; i++) {
if((score + 11 + (aceCount - 1)) <= 21)
score += 11;
else
score++;
}
return score;
}
void draw_card_animation(
Card animatingCard,
Vector from,
Vector control,
Vector to,
float t,
bool extra_margin,
Canvas* const canvas) {
float time = t;
if(extra_margin) {
time += 0.2;
}
Vector currentPos = quadratic_2d(from, control, to, time);
if(t > 1) {
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
} else {
if(t < 0.5)
draw_card_back_at(currentPos.x, currentPos.y, canvas);
else
draw_card_at(
currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas);
}
}
void init_hand(Hand* hand_ptr, uint8_t count) {
hand_ptr->cards = malloc(sizeof(Card) * count);
hand_ptr->index = 0;
hand_ptr->max = count;
}
void free_hand(Hand* hand_ptr) {
FURI_LOG_D("CARD", "Freeing hand");
free(hand_ptr->cards);
}
void add_to_hand(Hand* hand_ptr, Card card) {
FURI_LOG_D("CARD", "Adding to hand");
if(hand_ptr->index < hand_ptr->max) {
hand_ptr->cards[hand_ptr->index] = card;
hand_ptr->index++;
}
}
void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas) {
if(highlighted) {
draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
} else {
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black);
draw_rounded_box_frame(
canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White);
}
}
int first_non_flipped_card(Hand hand) {
for(int i = 0; i < hand.index; i++) {
if(!hand.cards[i].flipped) {
return i;
}
}
return hand.index;
}
void draw_hand_column(
Hand hand,
int16_t pos_x,
int16_t pos_y,
int8_t highlight,
Canvas* const canvas) {
if(hand.index == 0) {
draw_card_space(pos_x, pos_y, highlight > 0, canvas);
if(highlight == 0)
draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Inverse);
return;
}
int loopEnd = hand.index;
int hStart = max(loopEnd - 4, 0);
int pos = 0;
int first = first_non_flipped_card(hand);
bool wastop = false;
if(first >= 0 && first <= hStart && highlight != first) {
if(first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
wastop = true;
}
draw_card_at_colored(
pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character, false, canvas);
pos += 8;
hStart++;
}
if(hStart > highlight && highlight >= 0) {
if(!wastop && first > 0) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
pos += 4;
hStart++;
}
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[highlight].pip,
hand.cards[highlight].character,
true,
canvas);
pos += 8;
hStart++;
}
for(int i = hStart; i < loopEnd; i++, pos += 4) {
if(hand.cards[i].flipped) {
draw_card_back_at(pos_x, pos_y + pos, canvas);
if(i == highlight)
draw_rounded_box(
canvas, pos_x + 1, pos_y + pos + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2, Inverse);
} else {
draw_card_at_colored(
pos_x,
pos_y + pos,
hand.cards[i].pip,
hand.cards[i].character,
(i == highlight),
canvas);
if(i == highlight || i == first) pos += 4;
}
}
}
Card remove_from_deck(uint16_t index, Deck* deck) {
FURI_LOG_D("CARD", "Removing from deck");
Card result = {0, 0, true, false};
if(deck->card_count > 0) {
deck->card_count--;
for(int i = 0, curr_index = 0; i <= deck->card_count; i++) {
if(i != index) {
deck->cards[curr_index] = deck->cards[i];
curr_index++;
} else {
result = deck->cards[i];
}
}
if(deck->index >= 0) {
deck->index--;
}
}
return result;
}
void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index) {
FURI_LOG_D("CARD", "Extracting hand region");
if(start_index >= hand->index) return;
for(uint8_t i = start_index; i < hand->index; i++) {
add_to_hand(to, hand->cards[i]);
}
hand->index = start_index;
}
void add_hand_region(Hand* to, Hand* from) {
FURI_LOG_D("CARD", "Adding hand region");
if((to->index + from->index) <= to->max) {
for(int i = 0; i < from->index; i++) {
add_to_hand(to, from->cards[i]);
}
}
}